The end of the Year of the Phoenix is around the corner, and with it Rise of Shadows, Saviors of Uldum and Descent of Dragons will leave the Standard format to join Wild. Therefore, it is time to look back and see what we're going to leave behind in the next few days.
For this exact purpose, we present you a series of articles in which the staff of Out Of Cards will share with everyone the cards we'll miss and the ones we'll be glad to not face anymore.
This time, we're taking a look at Saviors of Uldum and what we're definitely not going to miss the most from that set - enjoy!
Aesan - Puzzle Box of Yogg-Saron
No list could be complete without this grave offender. Often discovered, generated, or - to add insult to the injury - cast by Solarian Prime. And just as often it would find a way to entirely clear your board, add cards to your opponent, and probably cast a pesky secret or two in the process. Are we sure it was just 10 random spells and not twice that amount?
It probably didn't help that the more recent expansions added larger piles of mostly beneficial spells, thus greatly reducing the potential for the cards like this to backfire against the user. It can be such a nice feeling when it works in your favor and bails you out, and such a devastating one when it steals the game away from you. All in all, too divisive for my tastes.
If the meta hasn't become overly aggressive, often resulting in a quick demise of Mages if they tried to be too greedy, we might've been looking at a lot more examples of this Yogg-themed menace. Meanwhile, the main villain Yogg-Saron, Master of Fate will remain there to hear our prayers. Or curses.
Avalon - Desert Hare
A completely useless card, pack filler, which saw play just twice since its release, and on both occasions, it managed to make Constructed feel miserable: courtesy of Evolve Shaman.
The first time was during the Doom in the Tomb event in Autumn 2019 - during this temporary event, Shaman got back Evolve from Wild and wreaked havoc on ladder thanks to early high rolls together with the then 7 mana Mogu Fleshshaper (nerfed a few months later thanks to Galakrond Shaman, another OP deck).
The second time, as many of you might remember, was shortly after the release of Madness at the Darkmoon Faire. Shaman received some good cards and broke ladder with Evolve on a stick, which allowed multiple triggers over the turns and even more charges with Hoard Pillager. The deck was so fast (Lightning Bloom) that it was hardly able to be beaten, but the nerf to its most important card rightfully slowed it down.
BloodMefist - Mogu Fleshshaper
Although he has recently fallen out of popularity, I hate what Mogu Fleshshaper has put me through. Evolve can be a cool mechanic at times, but Mogu allowed such obnoxious and stupid high rolls so early on in the game that I cannot abide by it. The worst part is that Mogu in a vacuum would be a fine card, but the utter bullshit that he enables in Evolve strategies makes me despise him. Desert Hare shares a similar problem, but cards with voicelines are also much easier to hate since they provide an extra facet to latch onto (see Clockwork Goblin, Pen Flinger, etc...).
Demonxz95 - Activate the Obelisk
This... card. This card. That's all that should really need to be said about Activate the Obelisk and why it sucks to play against it.
Do you want to know how to win a game in Hearthstone? Simple. Reduce your opponent's life to 0 before they do that to you. What does Activate the Obelisk halt players from doing? Reducing the opponent's life. That would be fine, except it does it in the most obnoxious way possible. You can't do anything. You can't attack the opponent. Do you want to actually deal damage to the opponent? Nope, if you do that you just spell your own demise. Basically, when this hits the field, you have to play Hearthstone differently. You can't attack, but instead, you have to build up a board that's big enough to deal significant damage in one swoop and if your board is cleared, then back to square 0 for you. Guess that's when it's time to bring out the OTKs.
Echo - Zephrys the Great
It is hard to describe how happy I am to finally have Zephrys the Great rotate out of Standard. It's been a minute since he's been a cornerstone of the meta, but the ability to somewhat gimp your deck by playing Highlander to give you the perfect card out of a given scenario just felt bad in a lot of ways. Combine this with the fact that a good amount of decks could just run Zephrys without going full Highlander, and you just get a card that can be put almost anywhere and have it perform great. Zephrys is a cool card, and seeing the A.I. show people lethal they never considered about makes the card fun to play, but playing against it is such a pain that I am glad to have it gone.
FrostyFeet - Whirlkick Master
Knowing the reasons why I hate Mana Cyclone, it shouldn't come as a big surprise that I also hate Whirlkick Master, which shares a lot of similarities with the aforementioned. Turning a low-value hand into a lot of value, random creation of multiple cards... as an extra offence, the card was threatening to do the same next turn if you had no way to deal with it. At least this minion saw very little play until very late in the rotation cycle so I/we didn't have to suffer from it as long as the Cyclone.
Sule - Tip the Scales
Tip the Scales was a card you forgot existed until Paladin (twice) figured out ways to completely cheat the hefty Cost and get a mess of Murlocs into play way earlier than they had any right to. It was a spell that was designed to be broken, and I'll be glad that it will no longer be around for Paladin to find yet another way to abuse it.
Comments
Sad to see there's people who hate zephrys, because I think it comes with a downside too, you can't put any 2nd copy of any card to your deck.
But perhaps, some of the explanation make sense, because not only highlander deck can play it. It may be better if zephrys check the deck structure at the start of the game, rather than when played.
I think I won't miss it mainly because the whole Highlander concept and Zeph being ubiquitous just became really old. Much like Reno Jackson burst heal back in the day, although that never felt nearly as impactful. Having another break from this concept should be refreshing. The card on its own has certainly been very flavorful and unique, but in retrospect that mana cost should have perhaps been a little higher. I did have my fun with it.
Maybe it's because that downside of not being able to put a 2nd copy hasn't been a notable one for a while given the number of great cards and all the options to discover/generate your second and third copies of cards anyway.
Wow, I actually agree with the complete list :D
@FrostyFeet
Sad to hear that and also am happy that being used at late to rotation because I loved Whirlkick Master as soon as it revealed and used it in my decks from day 1 of her release.
ah for the record, I hate popular things and stopped playing with it as soon as it becomes popular but I guess I'm gonna miss it like how I miss Deathstalker Rexxar sometimes. I guess I'm gonna visit wild for it sometime like how I visit wild to just play with Deathstalker Rexxar from time to time.
Don't get me wrong, I'm not on my wins. I just like gambling and love to see the cards that Whirlkick Master generates. Same with Deathstalker Rexxar. I just like to create different ridiculous Zombeasts instead of possibility to go infinite.
Great list. I also hated playing against Expired Merchant (when it would duplicate Hand of Gul'dan or Flesh Giant) and Kobold Sandtrooper. Zeddy and others have pointed out that "summon minion at X cost" cards are getting a lot better with the rotation, but I still wish good riddance to low-rolling Desert Obelisk off of Jandice.
Zephrys the Great card which will be most missed and most not missed one at the same time
RIP Zephrys the Great, the arguably most unique card in Card game history.
this week I was playing against an Activate the Obelisk priest, we did nothing the entire game, almost hit the fatigue, I draw my [Hearthstone Card (C'thun the Shattered) Not Found] and he, the priest didn't heal to full just to no let me have the full health lethal achievement. This particular priest player, I hate you, have a nice day.
Edit: I hate this priest quest too, annoyng to play against.
I love/hate Zephrys. I’m excited for a new standard meta but definitely consider him a major success. I remember when the 4 highlander legendaries were revealed many people (myself included) were so down on them. I’m glad they made zeohrys and Alextrazsa to complete the highlander archetype.
also does anyone know if you can open cards tonight at a fireside gathering or is it tomorrow?
I have seen a couple streamers opening packs today already, so today appears to be the day.
Well, there's Frosty's rogue rant (unless they have something in store for Galakrond or Necrium Apothecary too). I've got to be honest, I have a soft spot for Whirlkick Master. That's probably because I had multiple discussions arguing it would be good when Scholomance added two 1-cost combo cards, and then again when DMF added a third. So its eventual success is kind of a vindication for me. Plus it helped me get to Legend for the first time early in DMF, before everyone else joined the Whirlkick party. I've barely touched the card since; I'm hipster like that :P
I completely agree on everything else on the list though.
Yeah that was my Rogue rant. Whirlkick Master is definitely one of those cards that I can accept as long as they're not too prevalent/good, and the Darkmoon meta was pushing it time to time.
From this list I'll only miss Zephrys, but I do agree it's his time to rotate.
It's funny how everyone seems to love singleton decks, but eventually everyone starts to hate the payoff cards. I'm definitely tired of all the singleton legendaries.
But for me, the card that should have made this list is Khartut Defender. It doesn't matter whether I'm aggro, midrange, or control; I always hate to see this guy show up and stop the fun.
I totally agree with the Zephyrs, the Great's evaluation. My biggest issue with highlander decks (in wild) is that they all encourage similar strategies. It completely defeats the point of class identity, imo.